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Messages - chipathingy

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16
Another 80 gold on Madame Spots please :)

17
75 gold on my girl Madame Spots!
She normally hunts small, agile deer with her spear, big slow troll has no chance!

18
DF Modding / Re: Trouble making wooden weapons.
« on: July 08, 2023, 06:30:50 am »
So you basically want the cave tribes from before the steam release? I'm not sure if it can be done. The subterranean animal people entity didn't change with the new version and even though they raws only have access to wooden weapons they all have metal ones. It must be some sort of bug with the cavern invasion

As for which metal they have, it seems to be a mix of any available weapons grade metal. My mod has both dwarf and elf exclusive metals and I've seen them equipped by cave people.  You won't be able to foce them to use any metal in particular

19
I did mean adequate! Whoops

20
Name: Madame Spots
Race: Jaguar Woman (195)

Skills:
- Competent Spearwoman (30)
- Skilled Dodger (50)
- Competent Armour User (12)
- Adequate Striker (12)
- Adequate fighter (9)

Equipment:
- Iron Spear (40)
- Iron Helm (24)
- Deer Leather Armour (12)
If she gets any free clothing can it be made of deer leather please

6 spare points

Somehow Madame Spots has allowed her silly husband to talk her into participating in this tournament rather than hunting sweet, delicious deer.

21
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 21, 2023, 07:17:12 pm »
Is there any way to make sure that a certain creature will always be generated when a certain plant is generated?

http://dwarffortresswiki.org/index.php/Creature_token#SPECIFIC_FOOD
Couple this with FREQUENCY:100 and see if that works. UBIQUITOUS might work too but I'm not sure on how that will interact with SPECIFIC_FOOD

22
DF Modding / Re: How do I have one graphics tile for each profession?
« on: June 17, 2023, 01:31:43 am »
Yeah, I think the arena just randomises profession graphics. Looks OK to me. I'm not sure if you can group the syndromes together like that or not, but see if it works I guess

A good way to test them is to make them playable, then change their profession once you get to the embark screen. Each of the 7 starters gets a graphic that changes as you change their skills

23
So I've always loved this mod, and Atkana has given me permission to update it for the Steam workshop.
Mod can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=2989567262
Includes full graphics support, adapted from the vanilla graphics

For anyone using the non-Steam (Classic?) version, the raws from the original mod need zero edits to be compatible, so install them any way you prefer

24
Basically the title. Currently if you don't like the world being generated for whatever reason you need to exit all the way to the title screen then go through the process of setting up another world gen. Having the option to manually reject a world at any point of world gen would streamline this greatly

25
Mod Releases / Re: chipathingy's Fantastic Fantasy Fortress mod
« on: June 04, 2023, 08:01:23 pm »
New poll! I originally said I'd do a magic system after the creature release, but I've had some civ ideas which would be fairly easy to write. On the other hand, I don't want to bloat the mod with too many civs and I fully recognise that this is basically feature creep

26
I've done it in my mod (Fantastic Fantasy Fortress). Have a look at the halfling/lizardfolk/orc graphics, I uploaded it to DFFD in the last couple of days

Only these professions work: STONEWORKER, MINER, MERCHANT, METALSMITH, FARMER, ENGINEER, CRAFTSMAN, WOODWORKER, JEWELER, RANGER, STANDARD, FISHERY_WORKER, CHILD and NONE. This definitely works in my mod

While you can't do soldier graphics, you can do a layer for if they are wielding a weapon. You'll see that underneath the profession graphics in my files

27
Mod Releases / Re: chipathingy's Fantastic Fantasy Fortress mod
« on: May 28, 2023, 05:00:22 am »
Steam release is with graphics people! So go and grab it! Really worth trying ;) Btw, what about mod compatibility? been thinking if i can add some dark ages changes. Why nobody talks about it here?

Thanks! Glad someone is enjoying it! I admit, I haven't been very active here.

Compatibility-wise, it should be compatible with anything that doesn't change the vanilla creature graphics folder. I have no idea if DA is compatible or not, but I'd be surprised

I'll put up a DFFD release in the next couple of days

New update out! Woohoo!

28
DF Modding / Re: (0.47) Is it possible to make a non-wood log?
« on: December 14, 2022, 07:14:52 pm »
Is there a reason you can't bypass the creation of logs and just make stuff directly from bone? If that is ok for what you want, check out splints utility mod. It's got a bonecarving section with a bunch of reactions. You have to make a seperate reaction for each product though

29
Does anyone know what the new material template tokens do? SCALE, FEATHER, MEAT_CATEGORY etc?

30
Mod Releases / Re: chipathingy's Fantastic Fantasy Fortress mod
« on: December 10, 2022, 09:51:47 pm »
VERSION 1.3 UPDATE NOTES

General notes:
- changed blowgunner profession name for all included races, because the throwing weapons all use the blowgunner skill
- new ASCII-ish graphics for all items that didn't have a sprite
- 80+ new creatures

Old creatures:
- changed vanilla dragons/trolls to DO_NOT_EXIST rather than removing them, to remove the graphics error.
- Thunderbird moved a different file
- removed SAVAGE tokens from a few of the less dangerous creatures
- Decreased all dragon child ages from 23 to 10, in line with the vanilla change

New creatures:
- Aquatic creatures: hippocamp, sea goat, island turtle, colossal crab, megalodon, leviathan, kraken
- Elementally-charged creatures: winter mammoth, steelboar, smiling stone, shadow panther, mesmer deer, cat fish, tornado falcon, molerabbit, sand warrior, salamander
- Reptilian: kappa, cockatrice, basilisk, turtle duck
- Flying: winged unicorn
- Intelligent: Sylph, naga
- Mammals: nine-tailed fox, carbuncle, woolly charger, chupacabra
- Vermin: spider rat (ew), lilliputians, scarab beetles
- Big bugs: monstrous antlion, giant scarab, giant desert scorpion (from old vanilla), giant sand worm
- Megabeasts: chimera (semimegabeast), doom wolf (name TBC) (megabeast)
- Misc: manticore, swamp ogre
- Savage and animal person versions of domestic animals, originally by Atkana and included with permission

High elves:
- made them better at everything but more annoying and precious.
- Tweaked trader values - lowered population threshold but increased value threshold. Decreased attack thresholds

Orcs:
- changed fertility god to courage god

Lizardfolk:
- fishing spear -> hunting sphere
- changed gods


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